STEAM iSTEAMwork Erasmus Project
General information for the STEAM iSTEAMwork Erasmus Project
Project Title
STEAM iSTEAMwork
Project Key Action
This project related with these key action: Cooperation for innovation and the exchange of good practices
Project Action Type
This project related with this action type : School Exchange Partnerships
Project Call Year
This project’s Call Year is 2020
Project Topics
This project is related with these Project Topics: Key Competences (incl. mathematics and literacy) – basic skills; Inclusion – equity; Access for disadvantaged
Project Summary
“STEAM iSTEAMwork” is an interdisciplinary project, as suggested by the title, involving STEAM activities that promote teamwork within 6 secondary level schools from Romania (coordinator), Turkey, Lithuania, Portugal, Spain and Greece in the duration of 24 months. The project will involve directly 50 pupils aged between 14 – 19 and 10 teachers from each partner school, as well as 6 LTTAs (one in each partner school) involving totally 123 pupils and 62 teachers as a main Project Team. The schools participating in the project are all experienced in eTwinning or Erasmus+ projects. We have already started an eTwinning project with the same title (ID number: 215927) during the application phase as a base for the Erasmus+. The most relevant priority in both eTwinning and Erasmus is to increase the levels of achievement and interest in STEM (including art and music) as well as social inclusion and developing key competences through access for 50 disadvantaged students involved in all partner schools. The disadvantages can be shown as educational difficulties, cultural, social, geographical and economic differences. (Lithuania: culturally and linguistically diverse students; Romania, Portugal: socially disadvantaged backgrounds, remote town and villages and lack of social facilities; Turkey: family problems and tendency for risky or anti-social behaviour, Spain: socio-economic problems and early school leaving; Greece: dyslexia, social disabilities, hyperactivity, attention deficit disorder)
The motivation for this project arose from the need to include a modern approach in paralel with the 21st century skills that can increase the level of proficiency in reading, mathematics or science, and can create a chance to remove educational barriers students in the partner schools face. The schools conducted a survey (https://docs.google.com/forms/d/e/1FAIpQLSePi8rsdqhr7vnhNXOs7f3UKrE8ZAXcZnxoghnHqKr2vRnNeA/viewanalytics) among 50 pupils and 10 teachers in each institution to determine the need for a STEAM project and the results showed that 30% of the pupils and staff ever had an education related to STEAM and we will increase this percentage up to 60% at the end of the project. We also aim to nurture students’ 6C skills, to enable team building skills, to enhance digital competences and to show respect and tolerance toward diversity. At the end of the project, students will have gained increased awareness on STEAM, key competences, respect for diversity and individual differences. The concrete results will be lesson plans, hands-on activities, digital and 3D materials, recycled toys, videos and a mini STEAM newspaper at the end of each LTT.
This project also highlights the importance of diversity and social inclusion. Diversity is essential for excellence in STEAM, enabling creativity and different perspectives. And in order to excel in STEAM subjects, students will learn and work in a real way through experimentation. To carry out project’s goals and STEAM concept we will integrate the best teaching methodology, digital competence, teamwork and decision-making processes listed below which includes different school subjects:
•Presentation of scientists around the world and from partner countries
•Celebration of STEAM Day, World Science Day, Pi Day, Earth Day, eTwinning Day
•Maths Activities: Napier’s Bones, Riemann series theorem, Symmetry
•Environment:Golden Ratio, Origami, Summer camp
•ICT skills: active use of eTwinning, enhancing computer literacy and web2 tools (Kahoot, Prezi, Google forms, Canva, Padlet, Zooburst, Issuu etc)
•Language skills: Virtual meetings, celebration of European language day
•Music and sports: AndroidTV, musical equipment,basketball tower, Olympics
•Hands-on projects and art activities: Paper marbling, Lego robots
These kinds of activities are essential for STEAM as they are more consistent with the learning styles and will spark creativity, critical thinking and collaboration. They will “pull” kids into STEAM disciplines by generating interest and confidence, rather than “pushing” them to do better in maths or science. We will, therefore, involve teamwork, thoughtful dialogue and decision-making processes.
The impact will be assessed through a constant self-evaluation, pre-test and post-test, and forum on etwinning portal. A post-test survey will be implemented in June 2022 to check if the objective to increase STEAM awareness (60%) have been reached. The dissemination will start in the first month of the project. The project teams in each school will, in line with timetable, introduce the project within the organisation, to parents, to teachers and pupils in other schools, to local authorities, NGOs through seminars, webinars, presentations, Erasmus days and STEAM activities. All events will be announced mainly on eTwinning, social media, educational newspapers, magazines, websites, TV and radio channels.
EU Grant (Eur)
Funding of the project from EU: 197378 Eur
Project Coordinator
LICEUL TEHNOLOGIC AUREL VLAICU LUGOJ & Country: RO
Project Partners
- IES MELENDEZ VALDES
- MOUSIKO SHOLEIO THERISOU
- Salcininku r. Eisiskiu Stanislovo Rapolionio gimnazija
- Karlisu Sosyal Bilimler Lisesi
- ADEMINHO/Escola Profissional do Alto Minho Interior

